Adaptive task modelling from formal models to xml representations

At this stage, the user interface is composed of one or more user interface objects (UIOs). A UIO can be composed of other UIOs or one or more input/output values (Mark 1–2). These values are in an abstract form and describe interaction features of the user interface in an abstract way. Later these abstract UIOs will be mapped to con-crete ones. Different types of these abstract UIOs can be seen between Marks 2 and 3. These UIOs have different attributes to specify their behavior. One example is the input1-nvalue (Mark 3–4). Therangeminattribute specifies the minimum value of input possibilities, while therangemaxattribute specifies the maximum value. The rangeintervaldetermines the interval within the range. A list of input values can also be specified. According to the analyzed task model (Figure 9.12), some abstract interaction objects such as title and search are identified. Due to a lack of space, only a few objects and ADAPTIVE TASK MODELLING: FROM FORMAL MODELS TO XML REPRESENTATIONS 185 attributes are listed here. The interested reader may look ahead to the final generated user interfaces (Figures 9.15, and 9.16)

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184 PETER FORBRIG, ANKE DITTMAR, AND ANDREAS M ¨ULLER <!ELEMENT output, (output string | output 1-n | output m-n | output table), context*, optional?)> . . . . <!ATTLIST output table num x CDATA #IMPLIED num y CDATA #IMPLIED> <!ELEMENT input, (input 1-n | input m-n | input trigger | input string | input table), context*, optional?)> <!ATTLIST input 1-n range min CDATA #IMPLIED range max CDATA #IMPLIED range interval CDATA #IMPLIED list n CDATA #IMPLIED> . . . . <!ATTLIST input table num x CDATA #IMPLIED num y CDATA #IMPLIED> . . . . At this stage, the user interface is composed of one or more user interface objects (UIOs). A UIO can be composed of other UIOs or one or more input/output values (Mark 1–2). These values are in an abstract form and describe interaction features of the user interface in an abstract way. Later these abstract UIOs will be mapped to con- crete ones. Different types of these abstract UIOs can be seen between Marks 2 and 3. These UIOs have different attributes to specify their behavior. One example is the input 1-n value (Mark 3–4). The range min attribute specifies the minimum value of input possibilities, while the range max attribute specifies the maximum value. The range interval determines the interval within the range. A list of input values can also be specified. According to the analyzed task model (Figure 9.12), some abstract interaction objects such as title and search are identified. Due to a lack of space, only a few objects and ADAPTIVE TASK MODELLING: FROM FORMAL MODELS TO XML REPRESENTATIONS 185 attributes are listed here. The interested reader may look ahead to the final generated user interfaces (Figures 9.15, and 9.16). 9.4.2.2. XML-Based Device Definition A universal description language for describing properties of various target devices (and comparable matter) is necessary to support the transformation process from an abstract interaction model to a device-dependent abstract interaction model. Such a language has been developed, based on [Mundt 2000]. XML documents written in this language describe the specific features of devices. Consider the corresponding DTD shown in Example 2. Example 2. DTD for Device Definition. <!ATTLIST device id ID #REQUIRED> <!ATTLIST service kind CDATA #REQUIRED> <!ATTLIST name language CDATA #REQUIRED> <!ATTLIST feature id ID #IMPLIED> <!ATTLIST url ref NMTOKEN #REQUIRED> Such device specifications are not only necessary for the described transformations but also influence the specification of formatting rules. The following example shows a very short fragment of a device definition of java.AWT: Example 3. Device definition for java.AWT. 186 PETER FORBRIG, ANKE DITTMAR, AND ANDREAS M ¨ULLER Location java.awt.Button.setLocation SUN Microsystems 2.0 9.4.2.3. XML-Based Device Dependent Specific Interaction Model This model, while still on an abstract level, already fulfills some of the constraints of device specification. It uses available features and omits unavailable services. The result of the mapping process is a file in which all abstract UIOs are mapped to concrete UIOs of a specific representation (Figure 9.13). This file is specific to a target device and includes all typical design properties of concrete UIOs, such as color, position, size, and so on. It consists of a collection of option–value pairs. The content of the values is specified later on in the design process and describes the ‘skeleton’ of a specific user interface. Designers develop the user interface on the basis of this skeleton. A portion (i.e., one UIO) of our simple example of an E-shop system mapped to a HTML-representation is shown in the following example: . . . . . . . . . . . . . . . . . . . . . . . . E-shopping Looking for the product Entering a search criterion . . . . . . Figure 9.13. Part of the description of a simple user interface of an E-shop system. ADAPTIVE TASK MODELLING: FROM FORMAL MODELS TO XML REPRESENTATIONS 187 Example 4. Device dependent (HTML) interaction model. ... BUTTON TYPE submit .... .... .... Tool support for this specific part of the process is demonstrated in Figure 9.14. Nec- essary features of user interfaces (Window 1) are mapped to the available services of a device (Window 2). If this mapping process is not uniquely defined, an interactive deci- sion has to be made. The tool shows device services which fit to the current features of the user interface (Window 3). In some cases, a selection has to be made. The resulting specification is the basis for the development of the final user interface. There could be a separate abstract interaction model for other devices like Java or WML. However, we do not present the entire specification. A fragment of the specification of the same user interface mapped to java.AWT is shown below. Figure 9.14. Tool support for the XML mapping process. 188 PETER FORBRIG, ANKE DITTMAR, AND ANDREAS M ¨ULLER Example 5. Abstract device dependent (java.AWT) interaction model. ... java.awt.Button java.awt.Button.setLocation ... ... ... In Example 5, the value of a parameter (setLocation) is still undefined. This value can be set during the XSL transformation. The WML-example is omitted here because of its similarity to the HTML document. Figure 9.16 presents the final user interface for WML. 9.4.2.4. XSL-Based Model Description The creation of the XSL-based model description is based on the knowledge of available UIOs for specific representations. It is necessary to know which property values of a UIO are available in the given context. The XML-based device-dependent abstract interaction model (skeleton) and available values of properties are used to create a XSL-based model description specifying a complete user interface. Example 6. XSL-file for generation of a HTML user interface of the E-shop. <xsl:output method = "html" xml-declaration ="yes"/> ... E-Shop-System "content-input" "content-input" ... ... Ok ... purchase list "content-input" "content-input" ADAPTIVE TASK MODELLING: FROM FORMAL MODELS TO XML REPRESENTATIONS 189 ... The wildcard ‘content-input’ refers to content from applications or databases at a later step of development. 9.4.2.5. Specific User Interface A file describing a specific user interface will be generated by XSL transformation. Some examples for java.AWT and HTML are given by [Mu¨ller et al. 2001]. The XSL transfor- mation process consists of two sub-processes. First, one creates a specific file representing the user interface (Java.AWT, Swing, WML, VoiceXML, HTML,. . . ). Then, one integrates content (database, application) into the user interface. The generated model is already a specification that will run on the target platform. There are two different cases. In the first case, the user interface is generated once (e.g. java.AWT). Therefore, there is no need for a new generation of the user interface if the contents change. The content handling is included within the generated description file. Figure 9.15 shows the final user interface for HTML on a personal computer for the E-shop. Figure 9.15. Generated user interface for HTML. 190 PETER FORBRIG, ANKE DITTMAR, AND ANDREAS M ¨ULLER In the second case, the user interface has to be generated dynamically several times (e.g. WML). The content will be handled by instructions within the XSL-based model description. Each modification of the contents results in a new generation of the descrip- tion file. Figure 9.16 demonstrates the final result of the user interface for a mobile device with restricted capabilities. The consequences of the additional constraints can be seen. Entering a search criterion Choosing an offer Short checking Ordering Figure 9.16. Generated user interface for WML. ADAPTIVE TASK MODELLING: FROM FORMAL MODELS TO XML REPRESENTATIONS 191 9.5. CONCLUSIONS This chapter demonstrates how the model-based approach can be used to develop optimal interactive systems by considering the tasks which have to be fulfilled, the devices which can be used, and other aspects concerning the context of use. Task models can be used to specify the problem domain. Based on the theory of process algebra, it is possible to modularize task specifications into a stable kernel part and additional parts specifying situational constraints. This technique is illustrated by an example which also shows that experiments and usability tests can be performed at a very early stage of the software development. XML technology can be used in the process of developing user interfaces for mobile devices. The current work presents an XML-based language for describing user interfaces and specifies an XML language which allows the description of the process of mapping from abstract to concrete user interface objects. This concept is illustrated by several examples. A tool supporting the mapping and the design process is currently under devel- opment, and already delivers promising results. So far, however, it has not been fully integrated in previous phases of the design process. Our experiments show that XML is a promising technology for the platform- independent generation of user interfaces. The ability to specify features of devices and platforms separately seems to be important and could be incorporated into other approaches as well. Further studies will show whether dialogue sequences of already- developed applications can be integrated into the design process, as such patterns could enhance the development process. Seffah and Forbrig [2002] discuss this problem in more detail. Applications of ubiquitous computing must demonstrate how the module concept of task models can be applied to such problems. An interpreter of task models can run on a server or perhaps on the mobile device itself. In both cases, the application is controlled by the task model. Some problems can be solved by interpreting task models or by using XML technology. The future will reveal how detailed task models should be specified and on which level XML technology is most promising. 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(1999) Introduction to Computer-Aided Design of User Interfaces. Proceedings of the CADUI’99, Louvain-la-Neuve. Kluwer Academic Publishers. van der Veer, G.C., Lenting, B.F., and Bergevoet, B.A.J. (1996) GTA: Groupware Task Analy- sis – Modeling Complexity. Acta Psychologica, 91, 297–322. 10 Multi-Model and Multi-Level Development of User Interfaces Jean Vanderdonckt,1 Elizabeth Furtado,2 Joa˜o Jose´ Vasco Furtado,2 Quentin Limbourg,1 Wilker Bezerra Silva,2 Daniel William Tavares Rodrigues,2 and Leandro da Silva Taddeo2 1 Universite´ catholique de Louvain ISYS/BCHI Belgium 2 Universidade de Fortaleza NATI-Ce´lula EAD Brazil 10.1. INTRODUCTION In universal design [Savidis et al. 2001], user interfaces (UIs) of interactive applications are developed for a wide population of users in different contexts of use by taking into account factors such as preferences, cognitive style, language, culture, habits and system experience. Universal design of single or multiple UIs (MUIs) poses some difficulties due to the consideration of these multiple parameters. In particular, the multiplicity of parameters dramatically increases the complexity of the design phase by adding a large number of design options. The number and scope of these design options increase the variety and complexity of the design. In addition, methods for developing UIs have difficulties with this variety of parameters because the factors are not necessarily identified and manipulated in a structured way nor truly considered in the standard design process. Multiple User Interfaces. Edited by A. Seffah and H. Javahery  2004 John Wiley & Sons, Ltd ISBN: 0-470-85444-8 194 JEAN VANDERDONCKT, ET AL. The goal of this chapter is to present a structured method addressing certain parameters required for universal design. The method is supported by a suite of tools based on two components: (i) an ontology of the domain of discourse and (ii) models that capture instantiations of concepts identified in this ontology in order to produce multiple UIs for multiple contexts of use. These different UIs exhibit different presentation styles, dialogue genres and UI structures. The remainder of this chapter is structured as follows: • Section 10.2 provides a discussion of the state of the art of methods for developing UIs with a focus on universal design. • Section 10.3 defines a model in this development method, along with desirable prop- erties. As this chapter adopts a conceptual view of the problem, the modelling activity will be organized into a layered architecture manipulating several models. • The three levels are then described respectively in the three next sections: conceptual in Section 10.4, logical in Section 10.5, and physical in Section 10.6. • The application of this method is demonstrated through the example of a UI for patient admissions at a hospital. • The last section summarizes the main points of the chapter. 10.2. RELATED WORK The Authors’ Interactive Dialogue Environment (AIDE) [Gimnich et al. 1991] is an integrated set of interactive tools enabling developers to implement UIs by directly manip- ulating and defining UI objects, rather than by the traditional method of writing source code. AIDE provides developers with a more structured way of developing UIs as com- pared to traditional “rush-to-code” approaches where unclear steps can result in a UI with low usability. The User-Centered Development Environment (UCDE) [Butler 1995] is an object- oriented UI development method for integrating business process improvements into software development. Business-oriented components are software objects that model business rules, processes and data from the end-user’s perspective. The method maps data items onto UI objects that are compatible with the parameters of the data item (e.g., data type, cardinality). The advantage of UCDE is that it provides a well-integrated process from high-level abstraction to final UI. Another methodological framework for UI development described by Hartson and Hix [Hartson and Hix 1989; Hix 1989] integrates usability into the software development process from the beginning. The focal point of this approach is a psychologically-based formal task description, which serves as the central reference for evaluating the usability of the user interface under development. This framework emphasizes the need for a task model as a starting point for ensuring UI usability, whereas UCDE emphasizes the need for a domain model. The MUSE method [Lim and Long 1994] uses structured notations to specify other elements of the context of use, such as organizational hierarchies, conceptual tasks and domain semantics. In addition, structured graphical notations are provided to better com- municate the UI design to users. MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 195 The above approaches illustrate the importance of using a structured method to capture, store, and manipulate multiple elements of the context of use, such as task, domain and user. Although the above methods partially consider this information, they do not consider the design of multiple UIs where task [Card et al. 1983; Gaines 1994], domain and user parameters vary, sometimes simultaneously. The Unified User Interface design method [Savidis et al. 2001] was the first method to suggest deriving multiple variations of a task model so as to take into account individual differences between users. The different variations of a task model are expressed by alternative branches showing what action to perform depending on particular interaction styles. Thevenin and Coutaz [Thevenin and Coutaz 1999; Thevenin 2001] go one step fur- ther by introducing the concept of decorating a task, which is a process that introduces graphical refinements in order to express contextualization (see Chapter 3). The task is first modelled independently of any context of use, and thus independently of any type of user. Depending on the variations of the context of use to be supported, including variations of users, the initial task model is refined into several decorated task models that are specific to those contexts of use. Paterno` and Santoro [2002] show the feasibility of deriving multiple UIs from a single model by decomposing the task differently based on different contexts of use. For each context of use, different organizations of presentation elements are selected for each task (see Chapter 11). In this paper, we consider how a single task model can represent the same task across different user profiles. In the following sections we address the following questions: Do we need to create a single task model where all differences between users are factored out? In this case, do we start by creating a different task model for each user stereotype and then create a unified model that describes only the commonalities? Or do we start with a single task model that includes both commonalities and differences between users? And if so, how do we isolate commonalities from differences? To address these questions, we first set up the foundations for our modelling approach. 10.3. DEFINITION OF MODEL Several computer science methodologies decompose a modelling activity into a multi-level architecture where models are manipulated explicitly or implicitly: model engineering (e.g., Object-Modelling Technique [Rumbaugh et al. 1990], UML [Booch et al. 1998]), database engineering and certain information system development methodologies (e.g., SADT [Marca and McGowan 1988]). Similarly, the method proposed here structures the UI development process into three levels of abstraction (Figure 10.1): 1. The conceptual level allows a domain expert to define the ontology of concepts, rela- tionships, and attributes involved in the production of multiple UIs. 2. The logical level allows designers to capture requirements for a specific UI design case by instantiating concepts, relationships, and attributes with a graphical editor. Each set of instantiations results in a set of models for each design case (n designs in Figure 10.1). 196 JEAN VANDERDONCKT, ET AL. Conceptual level Logical level Physical level UI 1.m for UI design # 1 Ontology editor Ontology for UI design Concept editor (graphical) Model-based UI generator Micro soft visual basicTM Models for UI design #2 Models for UI design #1 Models for UI design #n . . . . . . . . . . . . . . . . . . UI 1.2 for UI design # 1 UI 1.1 for UI design #1 UI 2.p for UI design # 1 UI 2.2 for UI design # 1 UI 2.1 for UI design #2 UI n.r for UI design # 1 UI n.2 for UI design # 1 UI n.1 for UI design #n Final UI 1.m for design #1 Final UI 1.2 for design #1 Final UI 1.1 for design #1 Final UI 2.p for design #1 Final UI 2.2 for design #1 Final UI 2.1 for design #2 Universal design Final UI n.r for design #1 Final UI n.2 for design #1 Final UI n.1 for design #n Figure 10.1. Levels of the proposed method for universal design of user interfaces. 3. The physical level helps developers derive multiple UIs from each set of models with a model-based UI generator: in Figure 10.1, m possible UIs are obtained for UI design #1, p for UI design #2,. . . , r for UI design #n. The generated UI is then exported to a traditional development environment for manual editing. Although the editing can be performed in any development environment, the tools discussed here support code generation for Microsoft Visual Basic V6.0. A UI model is a set of concepts, a representation structure and a series of primitives and terms that can be used to explicitly capture knowledge about the UI and its related interactive application using appropriate abstractions. A model is assumed to abstract aspects of the real world. Any concept of the real world can therefore lead to multiple MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 197 Model Definition U-nO-n Is composed ofIs decomposed into Concept relation Concept rel. attributes Decomposition Decomp. attributes Definition attributes Model relation Relation features Features Concept Name description properties Figure 10.2. Definition of the user interface model. possibilities of abstraction depending on how we want to develop UIs. Ideally, a model should be declarative rather than imperative or procedural. It should also be editable, preferably through tools, and finally it should be analysable, so as to allow some degree of automation. A model consists of a number of features (Figure 10.2). It is typically built as a hierar- chical decomposition of abstract concepts into more refined sub-concepts. Any concept can then be characterized by a name, a description and properties of interest. A model should also encompass relationships between these concepts with roles. These relationships apply both within models (called intra-model relationships) and between models (called inter- model relationships). Any of these relationships (i.e., the definition, the decomposition, the intra- or inter-model relationships) can possess a number of attributes. How many models do we need? A single UI model is probably too complex to handle because it combines all static and dynamic relationships in the same model. It is also preferable to avoid using a large number of models, because this requires establishing and maintaining a large number of relationships between the models. Model separability is desirable in this case. Model separability adheres to the Principle of Separation of Concerns, which states that each concept should be clearly separated from the others and classified in only one category. Therefore, the quality of separability depends on the desired results and the human capacity to properly identify and classify concepts. Table 10.1 summarizes a list of desirable model properties. With respect to these properties, some research proposes that model integrability (where all abstractions are concentrated into one single model or, perhaps, a few of them) can avoid model proliferation and can better achieve modelling goals than model separabil- ity (where the focus is only on one particular aspect of the real world at a time to be represented and emphasized). On one hand, integrability promotes integration of con- cepts and relationships, thus reducing the need to introduce artificial relationships to maintain consistency. Integrability also improves access to the concepts. On the other hand, integrability demands a careful consideration of the concepts to be integrated and may become complex to manipulate. In contrast, with separability, each concept is unequivocally classified into one and only one model. However, this may increase the number of models and relationships needed to express all dependencies between the 198 JEAN VANDERDONCKT, ET AL. Table 10.1. Desirable properties of a model. Property Definition Completeness Ability of a model to abstract all real world aspects of interest via appropriate concepts and relationships Graphical completeness Ability of a model to represent all real world aspects of interest via appropriate graphical representations of the concepts and relationships Consistency Ability of a model to produce an abstraction in a way that reproduces the behaviour of the real world aspect of interest in the same way throughout the model and that preserves this behaviour throughout any manipulation of the model Correctness Ability of a model to produce an abstraction in a way that correctly reproduces the behaviour of the real world aspect of interest Expressiveness Ability of a model to express any real world aspect of interest via an abstraction Conciseness Ability of a model to produce compact abstractions of real world aspects of interest Separability Ability of a model to classify any abstraction of a real world aspect of interest into one single model (based on the Principle of Separation of Concerns) Correlability Ability of two or more models to establish relationships between themselves so as to represent a real world aspect of interest Integrability Ability of a model to bring together abstractions of real world aspects of interest into a single model or a small number of models models. In the following sections, different types of models will be defined for different levels of abstraction. We begin with the conceptual level and continue with the subse- quent levels. 10.4. CONCEPTUAL LEVEL 10.4.1. DEFINITION Each method for developing UIs possesses its own set of concepts, relationships and attributes, along with possible values and ways to incorporate them into the method. However, this set is often hidden or made implicit in the method and its supporting tool, thus making the method insufficiently flexible to consider multiple parameters for universal design. When the set of concepts, relationships and attributes is hidden, we risk manipulating fuzzy and unstructured pieces of information. The conceptual level is therefore intended to enable domain experts to identify common concepts, relationships and attributes of the models involved in universal design. The identification of these concepts, relationships and attributes will govern how they will be used in future models when manipulated by the method. An ontology explicitly defines any set of concepts, relationships, and attributes that need to be manipulated in a particular situation, including universal design [Gaines 1994; MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 199 Savidis et al. 2001]. The concept of ontology [Guarino 1995] comes from Artificial Intel- ligence where it is identified as the set of formal terms with which one represents knowledge, since the representation completely determines what exists for the system. We hereby define a context of use as the global environment in which a user population, perhaps with different profiles, skills and preferences, carries out a series of interactive tasks on one or multiple semantic domains [Pribeanu et al. 2001]. In universal design, it is useful to consider many types of information (e.g., different user profiles, different skills, different user preferences) in varying contexts of use. This information can be captured in different models [Paterno` 1999; Puerta 1997]. A model is a set of postulates, data and inferences presented as a declarative description of a UI facet. Many facets exist that are classified into one of the following mod- els: task, domain, user, interaction device, computing platform, application, presentation, dialogue, help, guidance, tutorial or organizational environment. A model is typically built as a hierarchical decomposition of abstract concepts into several refined sub-levels. Relationships between these concepts should be defined with roles, both within and between models. To avoid incompatible models, a meta-model defines the language with which any model can be specified. One of the most frequently used meta-models, but not the only one, is the UML meta-model. The concepts and relationships of interest at this level are meta-concepts and meta-relationships belonging to the meta-modelling level. Figure 10.3 exemplifies how these fundamental concepts can be defined in an ontology editor. In Figure 10.3, the core entity is the concept, characterized by one or many attributes, each having a data type (e.g., string, real, integer, Boolean, or symbol). Concepts can be related to each other. Relationships include inheritance (i.e., ‘is’), aggregation (i.e., ‘composed of’) and characterization (i.e., ‘has’). At the meta-modelling stage, we do not yet know what type of concepts, relationships, and attributes will be manipulated. Therefore, any definition of a UI model, as represented in Figure 10.2, can be expressed in terms of the basic entities as specified in Figure 10.3. 10.4.2. CASE STUDY The context of use can theoretically incorporate any real world aspect of interest, such as the user, the software/hardware environment, the physical and ambient environment, the socio-organizational environment, etc. For the simplicity of this paper, the context of use focuses on three models: 1. A domain model defines the data objects that a user can view, access, and manipulate through a UI [Puerta 1997]. These data objects belong to the domain of discourse. A domain model can be represented as a decomposition of information items, and any item may be iteratively refined into sub-items. Each such item can be described by one or many parameters such as data type and length. Each parameter possesses its own domain of possible values. 2. A task model is a hierarchical decomposition of a task into sub-tasks and then into actions, which are not decomposed [Paterno` and Santoro 2002; Pribeanu et al. 2001; Top and Akkermans 1994]. The model can then be augmented with temporal rela- tionships stating when, how and why these sub-tasks and actions are carried out. 200 JEAN VANDERDONCKT, ET AL. Figure 10.3. The ontology editor at the meta-modelling level. Similarly to the domain model, a task model may have a series of parameters with domains of possible values – for instance, task importance (low/medium/high), task structure (low/medium/high decomposition), task critical aspects (little/some/many), and required experience (low/moderate/high). 3. A user model consists of a hierarchical decomposition of the user population into stereotypes [Puerta 1997; Vanderdonckt and Bodart 1993]. Each stereotype brings together people sharing the same value for a given set of parameters. Each stereotype can be further decomposed into sub-stereotypes. For instance, population diversity can be reflected by many user parameters such as language, culture, preference (e.g. man- ual input vs selection), level of task experience (elementary, medium, or complex), level of system experience (elementary, medium, or complex), level of motivation (low, medium, high), and level of experience of a complex interaction medium (ele- mentary/medium/complex). Other characterizations of these models in terms of their parameters, or even other model definitions, can be incorporated depending on the modelling activity and the desired level of granularity. Figure 10.4 graphically depicts how the ontology editor can be used at the modelling stage to input, define and structure concepts, relationships and attributes of models with respect to a context of use. Here, the three models are represented and they all share a MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 201 Figure 10.4. The ontology editor at the modelling level. description through parameters. Each parameter has a domain; each domain has a set of values, possibly enumerated. The ‘composed-of’ relationship denotes aggregation, while ‘has’ denotes properties. The definition of an ontology encourages structured UI design based on explicit concepts, relationships, and attributes. This structured approach contrasts with eclectic or extreme programming where the code is produced directly; it also contrasts with design methods that are not open to incorporating new or custom information as required by universal design. A UI ontology facilitates multi-disciplinary work that people from different backgrounds need to gather for collaborative or participatory design. The advantage of this level is that the ontology can be defined once and used as many times as desired. When universal design requires the consideration of more information within models or more models, the ontology can be updated accordingly, thereby updating the method for universal design of UIs. This does not mean that the subsequent levels will change automatically, but their definition will be subsequently constrained and governed so as to preserve consistency with the ontology. Once an ontology has been defined, it is possible to define the types of models that can be manipulated in the method, which is the goal of the logical level. 10.5. LOGICAL LEVEL 10.5.1. DEFINITION Each model defined at the conceptual level is now represented with its own informa- tion parameters. For example, in the context of universal UIs, a user model is created 202 JEAN VANDERDONCKT, ET AL. because different users might require different UIs. Multiple user stereotypes, stored as user models, allow designs for different user types in the same case study. Any type of user modelling can be performed since there is no predefined or fixed set of parameters. This illustrates the generality of the method proposed here to support universal design. The set of concepts and attributes defined in the ontology are instantiated for each con- text of use of a domain. This means each model, which composes a context of use, is instantiated by defining its parameters with domains of possible values. 10.5.2. CASE STUDY In this example we use the ontology editor to instantiate the context of use, the relation- ships and attributes of models for the Medical Attendance domain involved in patient admission. Figure 10.5 graphically depicts the Emergency Admission context of use and the attributes of models of task, user and domain. Two tasks are instantiated: Admit patient and Show patient data. The first one is activated by a Secretary and uses Patient informa- tion during its execution. For the user model of the secretary, the following parameters are considered: the user’s experience level, input preference and information density with the values low or high. The data elements describing a patient are the following: date, first name, last name, birth date, address, phone number, gender and civil status. Vari- ables for insurance affiliation and medical regime can be described similarly. The variable parameters of a domain model depend on the UI design process. For instance, parameters and values of an information item used to generate UIs in [Vanderdonckt and Bodart 1993; Vanderdonckt and Berquin 1999] are: data type (date, Boolean, graphic, integer, Figure 10.5. The ontology editor at the instance level. MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 203 (a) (b) Figure 10.6. Some definitions at the modelling level. real, or alphanumeric), length (n > 1), domain definition (known, unknown, or mixed), interaction direction (input, output, or input/output), orientation (horizontal, vertical, cir- cular, or undefined), number of possible values (n > 1), number of values to choose (n > 1), and preciseness (low or high). Figure 10.6 shows parameters of the model that was previously introduced. At this stage the parameters are listed but not instantiated. The parameters will be instantiated 204 JEAN VANDERDONCKT, ET AL. at the instance level. All of this information can then be stored in a model definition file that can be exported for future use. Models defined and input at the logical level are all consistently based on the same ontology. The advantage is that when the ontology changes, all associated models change accordingly since the ontology is used as the input to the graphical editor. The graphical nature of the editor improves the legibility and the communicability of information, while information that cannot be represented graphically is maintained in text properties. The models are used for both requirements documentation and UI production in the next level. As we have mentioned, it is possible to use any method for modelling tasks and users since there is no predefined or fixed set of parameters. Since there are many publications describing the rules for combining these parameters in order to deduce UI characteristics, we developed a rule module linked to the ontology editor. The rules can manipulate only entities in the logical level. The meta-definition at the conceptual level can be changed by domain experts (for example by adding/deleting/modifying any attribute, model or relationship), but not by designers. Once the meta-definition is provided to designers, they can only build models that are compatible with the meta-definition. Figure 10.7 shows the editing of a rule for optimizing user interaction style based on several parameters [Vanderdonckt 2000]. The rule depicted in Figure 10.7 suggests nat- ural language as the interaction style when the following conditions are met: the task Figure 10.7. The editing of a rule using model parameters. MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 205 experience level (attribute coming from the user model) is rich, the system experience of the user is moderate, task motivation is low, and the user is experienced with mod- ern interactive devices (e.g. touch screen, track point, trackball). When natural language is selected, appropriate design choices can be inferred. The advantage of this approach is that it is possible to easily define new rules when a new parameter is added to the models. Any rule can be produced to derive new design elements from user, task and system characteristics in a systematic way. 10.6. PHYSICAL LEVEL 10.6.1. DEFINITION The main goal of the physical level lies in its ability to exploit instantiations captured in individual models to produce multiple UIs for different computing platforms, development environments and programming languages. This level is the only one that is dependent on the target hardware/software configuration intended to support the UI. Instantiations of the previously defined models, along with the values of their parameters, are stored in the logical level in specification files. Each specification file consists of a hierarchical decomposition of the UI models into models, parameters, values, etc. maintained in an ASCII file. Each instance of each concept is identified by an ID. All relationships and attributes are written in plain text in this file in a declarative way (e.g., Define Presentation Model Main;. . .; EndDef;). This file can in turn be imported into various UI editors as needed. Here, the SEGUIA [Vanderdonckt and Berquin 1999] tool is used (Figure 10.8): it con- sists of a model-based interface development tool that is capable of automatically gen- erating code for an executable UI from a file containing the specifications defined in the previous step. Of course, any other tool that complies with the model format, or that can import the specification file, can be used to produce an executable UI for other design situations, contexts of use, user models, or computing platforms. SEGUIA is able to automatically generate several UI presentations to obtain multiple UIs. These different presentations are obtained either: (a) In an automated manner, where the developer launches the UI generation process by selecting which layout algorithm to use (e.g. two-column format or right/bottom strategy) (b) In a computer-aided manner, where the developer can see the results at each step, can work in collaboration with the system, and can control the process. In Figure 10.8, the left-hand column contains the information hierarchy that will be used to generate multiple presentation styles for MUIs. The right-hand column displays individual parameters for each highlighted data item in the hierarchy. 10.6.2. CASE STUDY In our case study, information items and their values introduced at the modelling stage (Figures 10.5 and 10.6) are imported into an Import list box of data items (left- hand side of Figure 10.8). Each of these items is specified separately in the Current 206 JEAN VANDERDONCKT, ET AL. Import list box Current item definition Figure 10.8. SEGUIA environment displaying the case study specifications before UI generation. item definition for viewing or editing (right-hand side of Figure 10.8). By selecting Generation in the menu bar, the developer launches the UI generation process and produces different user interfaces depending on the rules used for this purpose. Selection rules automatically select concrete interaction objects (or widgets) by exploit- ing the values of parameters for each data item. For instance, the PatientFirstName information item is mapped onto a unilinear (single line) edit box (as Abstract Interaction Object) that can be further transformed into a Single-line entry field (as Con- crete Interaction Object belonging to the MS Windows computing platform). Selection rules are gathered in different selection strategies. Once concrete widgets are defined, they can be automatically laid out. Figure 10.9 shows the results of the code generation for the Patient Admission as defined in this case study. This layout strategy places widgets in two balanced columns by placing widgets one after another. This procedure can result in unused screen space, thus leading to a sub-optimal layout (Figure 10.9). To avoid unused screen space and to improve aesthetics, a right/bottom layout strategy has been developed and implemented [Vanderdonckt and Bodart 1993; Vanderdonckt and Berquin 1999]. Figure 10.10 shows how this strategy can significantly improve the layout. Note the optimization of the upper-right space to insert push buttons, the right alignment of labels (e.g. between the date and the “Patient” group box) and the left alignment of edit fields. The method is very flexible at this stage, allowing the designer to experiment with different design options such as selection of widgets and layout strategies. For instance, some strategies apply rules for selecting purely textual input/output widgets (e.g. an edit MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 207 Figure 10.9. Patient admission window statically generated using the two-column strategy (with unused screen spaces). Figure 10.10. Patient admission window interactively generated using the right/bottom strategy. 208 JEAN VANDERDONCKT, ET AL. Figure 10.11. Patient admission window re-generated for a graphical icon and a different user language. Figure 10.12. Patient admission re-generated for a different computing platform. MULTI-MODEL AND MULTI-LEVEL DEVELOPMENT OF USER INTERFACES 209 box), while others prefer widgets displaying graphical representations (e.g. a drawn button or an icon). The layout can also change according to the native language of the end-user. Figure 10.11 shows the Patient Admission window re-generated after switching the Gender group box from a textual modality to a graphical modality (here, a radio icon) and switching the end user native language from English to French. The previous generation process can be reused for the logical positions of widgets. Thus by changing the value of just one parameter in the existing design options, it is possible to create a new UI in another language with an alternative design. Note in Figure 10.11 that some alignments changed with respect to Figure 10.10 due to the length of labels and new widgets introduced in the layout. The layout itself can be governed by different strategies ranging from the simplest (e.g., a vertical arrangement of widgets without alignment as in Figure 10.12 but for the Apple Macintosh computing platform) to a more elaborate one (e.g. layout with spatial optimization as in Figure 10.11). At this stage it is possible to share or reuse previously defined models for several UI designs, which is particularly useful when working in the same domain as another UI. The approach also encourages users to work at a higher level of abstraction than merely the code and to explore multiple UI alternatives for the same UI design case. This flexibility can produce UIs with unforeseen, unexpected or under-explored features. The advantage Figure 10.13. Parameters of a concrete interaction object (widget). 210 JEAN VANDERDONCKT, ET AL. of this method is that when the set of models change, all UIs that were created from this set can change accordingly on demand. The design space is often referred to as the set of all possible UIs that can be created from an initial set of models for one UI design. When a UI is generated for a target context of use, for example a target computing platform, it can be edited not only in SEGUIA, but also in the supported development environment for this computing platform. For example, Figure 10.13 represents the dialogue box of widget parameters generated in SEGUIA for a particular UI. The developer can of course edit these parameters, but should be aware that any change at this step can reduce the quality of what was previously generated. Changing the values of parameters in an inappropriate way should be avoided. Once imported into MS Visual Basic, for instance, these parameters can be edited by changing any value. 10.7. SUMMARY OF THE DEVELOPMENT PROCESS The three levels of the development method are represented in Figure 10.14. This figure shows that each level, except the highest one, is governed by concepts defined at the next higher level. The meta-model level is assumed to remain stable over time, unless new high-level objects need to be introduced. Figure 10.2 includes only the main objects of the model definition. Possible models and their constituents are then defined at the model level as concepts, relationships, and attributes of the meta-model level. Again, the model level should remain stable over time, unless new models need to be introduced (e.g., a platform model, an organization model) or existing models need to be modified (e.g., the user model needs to include a psychological and cognitive profile). Relationship Attributes Concept Task model User model Domain model Admit patient Date Date Data type Data length Number of possible v

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